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Hello,
I'm the developer of Strategy Gniarf which is a turned based strategy game on Android using libgdx. The mechanism turn around eating weaker Gniarfs without making yours starving to death.
The goal of each level is to get all the tiles of the map. You start with some tiles (territories) that generate apples, with apples you buy Gniarfs. Fighting ? Gniarfs have strenght, you can eat weaker Gniarf. All of that turned based versus some IA (multiplayer may come if there is enough player but it's not my focus right now). Naturally I have some weapon to avoid monotony like adding units/rules/level design, you won't have like 70 levels where you'll do the exact same things to win.
Not a full family photography :
-Simple mechanics
-Nothing here to grab whales
-Nothing here to frustrate you
-Just play the levels and enjoy
Development The Code
I have coded everything alone since early November 2017. I know that going into indie and complicated and there is a high risk that after this project I go back to work in a company, so much so use a techno that sounds a little in the ears of my potential future employers : Java.
Graphics
I am alone, I am not a graphic designer, I have used free/modified assets and make some images with inkscape. I find the correct result, we did not spit on it either or praise it.
Musical Ambiance
At the sound level I have a loop that I bought to a freelance, I see for the rest but I have no talent in it either ^^.
WIP
Currently I have a tutorial that took me a long time to tweak and that will probably have some change and a few dozen levels. The game system is fully operational, outside my scary menu parameter, I have almost everything ready and I can finally tackle to add more content!
I'll finish on a small montage of where the game is now:
All honest feedback are welcomed. Just so you know, at the moment I'll focus on adding more levels and having a better background for the first world, less colorful ^^. But usually I get some feedback and I improve my game with it instead of just adding contents ! So, I'm pretty sure my next post will be about changing something to improve it instead of flat content, maybe I should force myself to add each time one level, I would have much more already ^^.
Thanks for reading. If you have any question I'm here :).
https://play.google.com/store/apps/details?id=com.woum.strategygniarf
Disclamer : My game is not fully realeased yet, there is a lot of work to do, but well, the main mecanics are there and it's inspired of an old game I played when I was a child.

We just released a free turn-based strategy game for Android called War Puzzle:Navy.
It's a fast, easy to play "beer and pretzels" style single player game.
It has 25 levels and the max time to play a level is about 15 minutes,
It's ad free and there are no in game purchases.
Please give it a try, we welcome feedback.
Thanks. https://play.google.com/store/apps/details?id=com.hotmail.gmplayer.War_Puzzle

EDIT: THE GAME IS NOW OFFICIALLY PUBLISHED.
Hi, I'm Smakenid and I have just finished my Android game Tap Colors. I need people who can give me their opinion on the game before publishing, so if you have a few minutes, that would be awesome.
https://play.google.com/apps/testing/com.SmaKenid.TapColors
The game is pretty simple : Objects appear to the screen. Quickly press their color before they finish their trajectory! Simultaneously press both buttons when the object has two colors. Beware of traps objects.
The bonus objects oranges, violets or surrounded can be ignored.
Red + Yellow = Orange, instantly destroys all objects on the screen.
Violet = Red + Blue, instantly destroys all objects on the screen.
You can give me your feedback :
https://docs.google.com/forms/d/e/1FAIpQLSdt4ye4EFgyVqTR4RnbO6YjW8E1oE_LXQuqOrttp5yxNczEHg/viewform
smakenid@gmail.com
Thank you for your attention.

Hello Thumbs, this is my first log about an Android game I'm making. As in, I'm making it in Android Studio. The game is mostly an interactive fiction game about being a solo human traveling through space to seek out life. You pilot a ship with a dog your only companion, hence the working title being Laika. But that's all you need to know about the premise for now (and it's subject to change). This first post is going to be about how I'm setting up a system to randomly generate planets.
A significant part of this game will involve randomisation, including the planet sprites. The game will be made with pixel art, as I think it can work as a naive space look. Since it's an Android app, I'm concerned about making the generation overly heavy on resources, as well as trying to avoid an approach that will involve storing tons of pictures on someone's phone. At the end of the game I intend to save a big chart of all the visited planets, so it's important to be able to recreate all the previously visited places.
Since undirected random generation without any sense is a mess, I decided on a pretty simple approach. Each planet is comprised of a palette which contains 2-4 colour values. Then some pre-drawn sprites are coloured to match the palette and layered on top of each other. There's a set of specific base images that will always form the bottom layer of the image, and then each base has a corresponding set of textures to randomly choose from. I could technically make textures base agnostic, but I think that would be harder to do and lack a satisfying degree of specificity.
The process, in simple terms is:
One of the palettes is randomly chosen. A base is randomly chosen and coloured to match the first colour of the palette. Textures matching the base's size are chosen and coloured one by one until there's a layer for each colour in the palette.
This essentially leaves me with a set of images that can then be layered into one picture, creating a planet. Here's some examples:
Of course, there's immediately one big issue with this approach. When randomly combining assets it's harder to determine if one of them is bad or ill fitting. How can I quality control the palettes, bases and textures that I'm plugging into my generator? I thought of a pretty simple way to manage this and it's essentially tindr, but for planets. I set up a simple screen with , and buttons. I quickly evaluate the overall quality of a sprite and click the corresponding button to say if it's bad, acceptable or good. That button will then accordingly affect the 'score' of every asset used in the current planet. The idea is that bad assets will recurringly show up in bad looking planets, and a negative aggregate score will indicate that I should remove it, and more importantly look at why it might have been a bad one to include, to avoid making the same mistake on future assets. Likewise I can look at overall trends that seem to be going poorly. So even if there isn't a specific bad one, maybe I can detect that 4 colour palettes all have poor scores and there may be a problem there.
Here's how the basic gif gist of how this process looks:
spoilered for size)
Also here's a still of a brief results screen:
It's early, and I have quite few assets actually in the mix so there's obvious repeating already. But it does seem to be indicating that a 4 colour palette is overdoing it with the way I've been approaching textures. So maybe I stick to only 2/3 colour palettes? Or maybe my colours are just a hot mess (they are). Whatever the problem, I have a good feedback loop to plug in a bunch of assets and test them. Instead of humming and hawing, I can get a clear set of results from a quick simple blast through a ton of generated planets.
That's all for now, next I'm hoping to work on directing the look and feel of this hot mess into a cool mess. That means whipping random assets into shape as well as the style of the UI elements and how you actually interact with the game.